Welcome to Librarium Online!
I was musing on the possibility of fielding a footslogging tyrant with guard, but how many guards should I give him?
I know that flyrants are better, but he's coming from my patriarch model, and I will absolutely not ruin him adding wings to the model! So he'll just have to pack his throne and walk up the field with some termagants/hormagants.
Furthermore: should I give him a ranged weapon or just pack him in for HtH?
- Just love that maki! -
I give my tryrant 2-3 guard. One isn't worth it.
Depends on the points you have avaliable and your walking tyrant's roll. If you want to get him into CC, don't give him a gun. Personally, because the guns are so expensive, I kit mine out for CC and use the psi powers for ranged shooting.
Actually, even if you kit your tyrant for shooting, it will still be just as good/almost just as good in hth. my tyrant has heavy vc, twin devourers w/ brainleach, and old adversary. Old Adversary gives me just as many re rolls to hit in cc as scything talons would, plus I can do damage on the way in.
--Famous last words of Asmodean
Also to answer the question I only have one tyrant guard model and run him in my list with my tyrant. If I added another my tyrant would be in upwards of 300 points and since I haven't played a 2000 points game yet I don't really have the points for more tyrant guard.
WH 40k Armies (W/L/D):
Tyranid: 2250 Points of Awesome (5/4/1)
Necrons: 1000 Points (4/0/1)
While we're talking about tyrant guards, what do you guys usually like to equip them with? Obviously, lash whips and boneswords are much better than just scything talons and rending claws, but that's another 5 or 15 pts per model. My thinking is that since their purpose is just to absorb wounds for the tyrant they don't need to be super good at killing. I say this mostly because I don't particularly want to convert metal models.
To answer the original question, I think in most games I'd go with 2, and only use 3 guard in a 2000 pt game or up. 1 guard won't do a whole lot, and 3 is getting really expensive on an already expensive unit.
I would select the number based on how many points I'm playing and depending on where I can find points for it. I would start with 1 and then from there decide on whether I really need that fifth zoanthrope or if I would rather the extra wounds on my tyrant (I would probably go with the wounds). I would only max it out at 2 tyrant guard, though. Once you're at 3 you're now paying out likely at least 400pts for the unit, which is way too much IMHO unless you're playing a massive game.
40K armies: Tyranids (2001), Space Wolves (2008), Sisters of Battle (2011)
Current Rep: 1337
Two to three guard, depending on the game points your playing at. I haven't given mine any of their upgrades, and they work just fine for me.
Until the FAQ comes out I will not field any Guard as they are currently worthless. The Shieldwall rule state that Tyrants can join them as Independent Characters, but IC MC's can still be picked out when in a unit. When they do fix it(as it is obviously not intended to work as it currently does) I usually take 2 as 1 seems to get killed too quickly and 3 is a bit too much both for protection and points.
I think they were trying to get a bit too technical with that rule, trying to make it fit into the already established ruleset rather than make up a flat exception. Didn't work, obviously. It's clear how it's -supposed- to work, but "supposed" never got anyone anywhere. What they really should have said was something like "A Hive Tyrant may join a unit of Tyrant Guard as if it were an Independent Character, but is not considered an Independent Character for shooting or assault purposes." They'll definitely FAQ it though, along with the whole CC weapon stacking, although to me that one is a no-brainer anyway.
+++XENOS SPOTTED+++ thrilling battles within the Vitorina subsector: http://xenosspotted.blogspot.com/